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Studio Mode

Studio Mode provides advanced features for power users and studios who want to create custom recipes and have more control over asset scaffolding.

Accessing Studio Mode

  1. Open Asset Scaffolding
  2. Click the gear icon (⚙️) in the top-right corner
  3. Select Studio Mode

Or use the keyboard shortcut (if configured).

Studio Mode Features

Quick Create

Fast access to all recipes without browsing categories:

  1. Open Studio Mode
  2. Click Quick Create
  3. Type to search any recipe
  4. Press Enter to create

Perfect for experienced users who know what they want.

Recipe Designer

Create and customize your own asset recipes.

Creating a New Recipe

  1. Go to Studio Mode → Recipe Designer
  2. Click New Recipe
  3. Define the recipe:

Basic Information:

  • Name: Recipe display name
  • Category: Where it appears (Characters, UI, etc.)
  • Description: What this recipe creates
  • Icon: Visual representation

Asset Type:

  • Select the base asset type (Blueprint, Widget, etc.)
  • Choose the parent class (Actor, Character, UserWidget, etc.)

Components:

Add components to include:

[StaticMeshComponent] "Mesh"
[BoxCollision] "Collision"
[WidgetComponent] "FloatingUI"

Default Properties:

Set initial property values:

Mesh.RelativeScale3D = (1.0, 1.0, 1.0)
Collision.CollisionEnabled = QueryOnly

Events:

Pre-configure event implementations:

  • BeginPlay
  • EndPlay
  • Custom events

  • Click Save Recipe

Editing Existing Recipes

  1. Open the Recipe Library
  2. Find the recipe
  3. Click Edit
  4. Make changes
  5. Save

Note

Built-in recipes cannot be edited, but you can Duplicate them and modify the copy.

Recipe Library

Browse and manage all available recipes:

Built-in Recipes

Curated recipes that ship with Asset Scaffolding:

  • Professional quality
  • Well-tested
  • Regularly updated

Custom Recipes

Your own recipes:

  • Saved per-user
  • Can be exported/imported
  • Shareable with team

Recipe Details

Click any recipe to see:

  • Full description
  • What components it includes
  • Default property values
  • Dependencies required
  • Preview of generated code

C++ Class Discovery

Extend your game from existing C++ classes:

  1. Go to Studio Mode → C++ Discovery
  2. Browse your project's C++ classes
  3. Click a class to see:
  4. Inheritance hierarchy
  5. Available methods
  6. Properties
  7. Click Create Recipe from Class to generate a Blueprint recipe

This is powerful for:

  • Creating Blueprints from C++ bases
  • Understanding your codebase
  • Bridging C++ and Blueprint workflows

Project Settings Automation

Configure common project settings automatically:

  1. Go to Studio Mode → Project Settings
  2. Choose a preset:
  3. FPS Defaults: Input for shooters
  4. RPG Defaults: Input for adventure games
  5. Platformer Defaults: 2D-style input
  6. Mobile Defaults: Touch input
  7. Click Apply

Settings affected:

  • Input mappings
  • Enhanced input actions
  • Default game mode
  • Map settings

Creating Custom Recipes

Recipe Structure

A recipe consists of:

Recipe:
  name: "My Custom Actor"
  category: "Mechanics"
  description: "A custom interactive actor"

  asset_type: "Blueprint"
  parent_class: "Actor"

  components:
    - type: "StaticMeshComponent"
      name: "Mesh"
      defaults:
        Mobility: "Movable"

    - type: "BoxComponent"
      name: "Trigger"
      defaults:
        CollisionEnabled: "QueryOnly"

  events:
    - name: "BeginPlay"
      implementation: |
        // Custom begin play logic

    - name: "OnTriggerOverlap"
      implementation: |
        // Handle overlap

  dependencies:
    - "GameplayInterface"

Best Practices

Keep Recipes Focused

Each recipe should create one cohesive system:

  • Good: "HealthPickup" - pickup that restores health
  • Bad: "PickupAndEnemyAndUI" - too many concerns

Use Clear Names

  • Good: "ThirdPersonCharacter", "MainMenuWidget"
  • Bad: "MyActor", "Thing1"

Document Dependencies

Clearly state what other systems are needed:

dependencies:
  - "InventoryComponent"  # Required for item storage
  - "PlayerInterface"     # For interaction

Test Before Sharing

Before sharing recipes:

  1. Create a fresh project
  2. Apply the recipe
  3. Verify it compiles
  4. Test basic functionality

Exporting and Importing Recipes

Export

Share recipes with team members:

  1. Open Recipe Library
  2. Select recipes to export
  3. Click Export
  4. Save the .asrecipe file

Import

Add recipes from others:

  1. Open Recipe Library
  2. Click Import
  3. Select the .asrecipe file
  4. Recipes appear in Custom section

Team Sharing

For studios, consider:

  • Shared network folder for recipes
  • Version control for recipe files
  • Recipe naming conventions

Tips for Studio Mode

Start from Examples

When creating custom recipes:

  1. Find a built-in recipe similar to what you want
  2. Duplicate it
  3. Modify the copy
  4. Test thoroughly

Use C++ Discovery

If your team has C++ classes:

  1. Discover them in Studio Mode
  2. Generate Blueprint recipes
  3. Create standardized Blueprints from C++ bases

Automate Common Patterns

If you create the same thing repeatedly:

  1. Make it a recipe
  2. Save time on future projects
  3. Ensure consistency

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